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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About Timptation

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  1. Woah, I don't know how I missed that link.  Sorry about that.  Yep, that was exactly what I needed.   Thanks a bunch for the help!
  2. Its just the run button in Xcode.  Just like running from visual studio (which I'm more used to).  I can't seem to find a project settings menu that shows me the paths I'm used to seeing there, so I don't know where this file is and nothing seems to be able to search for it.
  3. I'm just running it from Xcode and I don't know where the binary is being made or where to check.  Actually, being a bit unfamiliar with mac, I'm not sure what extension I should be looking for either...  Not .exe right?
  4. I have the following C++ code, and although I know from the output that the file exists and is being appended to, I can't find the actual file in my mac's Spotlight or with find in the terminal.  Can anyone help me find it?     int main(int argc, const char * argv[]) {     FILE* pFile = fopen("Blah.txt", "a");          if (pFile == NULL)     {         perror ("Error opening file");     }     else     {         int result = fputs("This is a test.\n", pFile);         if(result == EOF)         {             cout << "Error using fputs.";         }         fclose(pFile);                  pFile = fopen("Blah.txt", "r");         char buffer[1024];         while( feof(pFile) == 0 )         {             fgets(buffer, 1024, pFile);             cout << buffer;         }                  fclose(pFile);     }          return 0; }
  5. OpenGL

    Ok, I just verified that everything is fine on another machine. I can only assume the issue has to do with apple's retina display tech. I know they have some kind of new resolution independence code that messes with how the drawing for the new display works. I won't claim to fully understand it, but it must be something to do with it. Their windows drivers must be doing something similar and keeping me from seeing what I expect to see. The issue only appears in fullscreen mode. Development on this macbook will have to happen in windowed mode. If anyone has a solution, or even explanation, that would be great. Thanks a bunch for your help GeneralQuery!
  6. OpenGL

    Doing that, I get a triangle with top at center screen, and bottom corners on the bottom of the screen at 1/4 and 3/4 screen width. The thumbnail image appears to have the triangle positioned such that the bottom left corner is at the bottom left of the image (as if at 0,0), top at (1/3 width, 2/3 height), and the bottom right corner at (2/3 width, 0). I'm still attempting to get this going on another machine too.....
  7. OpenGL

    Also of note is that the thumbnail image of the program on my taskbar appears to be correct (maybe slightly off, but certainly different than what the fullscreen image is showing... A fullscreen issue then?
  8. OpenGL

    Your screenshot gave me an idea. Ok, I tried using glVertex3f(0.0f, 200.0f, zPos); glVertex3f(1600.0f, 900.0f, zPos); glVertex3f(2800.0f, 200.0f, zPos); because I have a 2800x1600 display. That way I had a better chance of seeing the triangle, since it would be larger, and I would expect to see the tip of the top be at my center screen, and bottom edges meet properly near the bottom edge of the screen. What I actually see (I'd post a screenshot if I knew the capture button...) is that the triangle tip is appearing roughly in the bottom right quadrant of my screen. Somewhere I must be getting bad values for screen size/viewport size/resolution/whatever.
  9. OpenGL

    WHAAAAT? That's really frustrating. I wonder if it has something to do with my machine. I'll try it on another one. I'm currently trying it on a dual booted macbook pro retina. Maybe apple's drivers aren't up to par or something...?
  10. OpenGL

    I tried using <code></code>, but that didn't seem to do the trick. I can't seem to find the tags you're referring to. If you'll show me, I'll be more than happy to add the tags. I thought the alpha channel was the other way around? Higher value for higher transparency. I haven't enabled GL_BLEND, so that shouldn't be an issue anyway, correct? I tried it with a 1, and I've verified glDisable(GL_BLEND) doesn't help either. The only thing I see right now is a blue screen (the clear color). On occasion I can see red, but its not what I expect it to be in terms of size, then I keep messing around with code/values and lose it again... I feel like my ortho setup or camera knowledge is lacking somewher....
  11. Why am I not seeing a red triangle on my blue screen?     #pragma comment(linker, "/subsystem:windows")   #include <windows.h> #pragma comment (lib, "openGL32") #include <gl/gl.h> #include <gl/glu.h>     HDC g_HDC; bool fullScreen = true;   void Render() {     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);       glMatrixMode( GL_MODELVIEW );     glLoadIdentity();     glColor4f(1.0f, 0.0f, 0.0f, 0.0f);   glPushMatrix(); glLoadIdentity(); glBegin(GL_POLYGON);   float zPos = -10.0f;   glVertex3f(100.0f, 100.0f, zPos); glVertex3f(200.0f, 200.0f, zPos); glVertex3f(300.0f, 100.0f, zPos);   glEnd();     glPopMatrix();       glFlush();       // Bring back buffer to foreground     SwapBuffers(g_HDC); }   void SetupPixelFormat(HDC hDC) {     int nPixelFormat;       static PIXELFORMATDESCRIPTOR pfd = {             sizeof(PIXELFORMATDESCRIPTOR),          //size of structure             1,                                      //default version             PFD_DRAW_TO_WINDOW |                    //window drawing support             PFD_SUPPORT_OPENGL |                    //opengl support             PFD_DOUBLEBUFFER,                       //double buffering support             PFD_TYPE_RGBA,                          //RGBA color mode             32,                                     //32 bit color mode             0, 0, 0, 0, 0, 0,                       //ignore color bits             0,                                      //no alpha buffer             0,                                      //ignore shift bit             0,                                      //no accumulation buffer             0, 0, 0, 0,                             //ignore accumulation bits             16,                                     //16 bit z-buffer size             0,                                      //no stencil buffer             0,                                      //no aux buffer             PFD_MAIN_PLANE,                         //main drawing plane             0,                                      //reserved             0, 0, 0 };                              //layer masks ignored       nPixelFormat = ChoosePixelFormat(hDC, &pfd);     SetPixelFormat(hDC, nPixelFormat, &pfd); }   void InitOpenGL() { GLint iViewport[4];     glGetIntegerv( GL_VIEWPORT, iViewport ); glViewport(0, 0, iViewport[2], iViewport[3]); glMatrixMode(GL_PROJECTION); glLoadIdentity();     glOrtho( iViewport[0], iViewport[0]+iViewport[2], iViewport[1], iViewport[1]+iViewport[3], -100.0f, 100.0f ); glMatrixMode(GL_MODELVIEW); glLoadIdentity();   glEnable(GL_DEPTH_TEST); glFrontFace(GL_CW); //glPolygonMode(GL_FRONT, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_CULL_FACE);   glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); //glEnable(GL_BLEND);   glClearColor(0.0f, 0.0f, 1.0f, 0.0f); }   /*      Windows Event Procedure Handler */ LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) {     //      Rendering and Device Context variables are declared here.     static HGLRC hRC;     static HDC hDC;       //      Width and Height for the window our robot is to be displayed in.     int width, height;       switch(message)     {             case WM_CREATE: //window being created {                     hDC = GetDC(hwnd);  //get current windows device context                     g_HDC = hDC;   SetupPixelFormat(hDC); //call our pixel format setup function                       //      Create rendering context and make it current                     hRC = wglCreateContext(hDC);                     wglMakeCurrent(hDC, hRC);   InitOpenGL();                       return 0;                     break; }             case WM_CLOSE:  //window is closing {                     /*      Deselect rendering context and delete it*/                     wglMakeCurrent(hDC, NULL);                     wglDeleteContext(hRC);                       /*      Send quit message to queue*/                     PostQuitMessage(0);                       return 0;                     break; }             case WM_SIZE: {                     /*      Retrieve width and height*/                     height = HIWORD(lParam);                     width = LOWORD(lParam);                       /*      Don't want a divide by 0*/                     if (height == 0)                             height = 1;                       /*      Reset the viewport to new dimensions*/                     glViewport(0, 0, width, height);                       /*      Set current Matrix to projection and load in the orthographic matrix*/                     //glMatrixMode(GL_PROJECTION);                     //glLoadIdentity(); //reset projection matrix //glOrtho(...                       //glMatrixMode(GL_MODELVIEW); //set modelview matrix                     //glLoadIdentity(); //reset modelview matrix                       return 0;                     break; }             default: {                     break; }     }       return (DefWindowProc(hwnd, message, wParam, lParam)); }   int APIENTRY WinMain(HINSTANCE hInstance,                      HINSTANCE hPrevInstance,                      LPSTR     lpCmdLine,                      int       nCmdShow) { // Getting rid of unused variable warnings. (nCmdShow); (lpCmdLine); (hPrevInstance);       WNDCLASSEX windowClass;         //window class     HWND    hwnd;                   //window handle     MSG     msg = MSG();            //message     bool    done;                   //flag for completion of app     DWORD   dwExStyle;              //window extended style     DWORD   dwStyle;                //window style     RECT    windowRect;       /*      Screen/display attributes*/     int width = 2880;     int height = 1800;     int bits = 32;       windowRect.left =(long)0;               //set left value to 0     windowRect.right =(long)width; //set right value to requested width     windowRect.top =(long)0;                //set top value to 0     windowRect.bottom =(long)height; //set bottom value to requested height       /*      Fill out the window class structure*/     windowClass.cbSize              = sizeof(WNDCLASSEX);     windowClass.style               = CS_HREDRAW | CS_VREDRAW;     windowClass.lpfnWndProc         = WndProc;     windowClass.cbClsExtra          = 0;     windowClass.cbWndExtra          = 0;     windowClass.hInstance           = hInstance;     windowClass.hIcon               = LoadIcon(NULL, IDI_APPLICATION);     windowClass.hCursor             = LoadCursor(NULL, IDC_ARROW);     windowClass.hbrBackground       = NULL;     windowClass.lpszMenuName        = NULL;     windowClass.lpszClassName       = "MyClass";     windowClass.hIconSm             = LoadIcon(NULL, IDI_WINLOGO);       /*      Register window class*/     if (!RegisterClassEx(&windowClass))             return 0;       /*      Check if fullscreen is on*/     if (fullScreen)     {         DEVMODE dmScreenSettings;         memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));         dmScreenSettings.dmSize = sizeof(dmScreenSettings);         dmScreenSettings.dmPelsWidth = width;   //screen width         dmScreenSettings.dmPelsHeight = height; //screen height         dmScreenSettings.dmBitsPerPel = bits;   //bits per pixel         dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;           if( ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN != DISP_CHANGE_SUCCESSFUL) )         {             /*      Setting display mode failed, switch to windowed*/             MessageBox(NULL, "Display mode failed", NULL, MB_OK);             fullScreen = false;         }     }       /*      Check if fullscreen is still on*/     if (fullScreen)     {         dwExStyle = WS_EX_APPWINDOW;    // window extended style         dwStyle = WS_POPUP;             // windows style         ShowCursor(FALSE);              // hide mouse pointer     }     else     {         dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //window extended style         dwStyle = WS_OVERLAPPEDWINDOW;                  //windows style     }       AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle);       /*      Class registerd, so now create our window*/     hwnd = CreateWindowEx(NULL, "MyClass", //class name "2D_Project", //app name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x and y coords windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, //width, height NULL, //handle to parent NULL, //handle to menu hInstance, //application instance NULL); //no xtra params       /*      Check if window creation failed (hwnd = null ?)*/     if (!hwnd) return 0;       ShowWindow(hwnd, SW_SHOW);      //display window     UpdateWindow(hwnd);             //update window       done = false;   //initialize loop condition variable       /*      Main message loop*/     while (!done)     {         PeekMessage(&msg, hwnd, NULL, NULL, PM_REMOVE);           if (msg.message == WM_QUIT)     //did we receive a quit message?         { done = true; }         else         {             Render();             TranslateMessage(&msg);             DispatchMessage(&msg);         }     }       if (fullScreen)     {         ChangeDisplaySettings(NULL, 0);         ShowCursor(TRUE);     }       return msg.wParam; }
  12. Awesome. Thanks a ton!
  13. I'm attempting to write a stored procedure in Microsoft SQL Server Management Studio Express 2005 version 9.00.2047.00. I have no SQL experience, but I've managed to come up with this so far: set ANSI_NULLS ON set QUOTED_IDENTIFIER ON GO CREATE PROCEDURE [dbo].[DeleteGuestAccount] @AccountId int AS BEGIN DECLARE @Guest bit; SET @Guest = 0; -- First make sure its a guest account. SELECT CASE isGuest WHEN 0 THEN SET @Guest = 0 ELSE SET @Guest = 1 END FROM dbo.Account WHERE AccountId = @AccountId; IF @Guest = 1 BEGIN -- Delete table entries. DELETE FROM dbo.Account WHERE AccountId=@AccountId; DELETE FROM dbo.AvatarListSecond WHERE OwnerId=@AccountId; DELETE FROM dbo.BanAndUnChat WHERE AccountId=@AccountId; ... END END The problem at the moment is that there is incorrect syntax near the SET, ELSE, and FROM keywords. Can anyone tell me based on what I've written here what I'm supposed to have?
  14. [quote name='mhagain' timestamp='1299183351' post='4781515'] I've seen that before. My best guess is that CreateWindowEx is actually a #define, to CreateWindowExW for Unicode builds or CreateWindowExA for MBCS builds. You could just call the original function directly and see what happens. [/quote] Good thought, but unfortunately that didn't work. Still out.
  15. Calling CreateWindowEx in my project, and placing a breakpoint on the line, a tooltip pops up saying "The breakpoint will not be hit. No executable code is associated with this line. Possible causes include: preprocessor directives or compiler/linker optimizations." This code is a part of a co-worker's movie widget code, and he's not had this issue. Nor have others, but I've also been doing a large scale code update (involving .dlls, which I'm new to). Anyway, does anyone have any clues how this could happen? I've not used any preprocessor directives to take the code out myself... I need this function so the widget has an hWnd to draw to...